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===Olash=== Formerly called #13, of 25 in column 4. Olash is a boorish orc with slanted narrow black eyes that are like two drops of oil. His thick, straight, lemon-yellow hair is worn in a style that reminds you of a rooster's crest. He is short and has a wide-chested build. He's got five o'clock shadow with large wire-bushy sideburns. He has a weak chin and large feet. His skin is a rotted-cream-colored. He has small hands. His wardrobe is tight, with a lot of blood soaked in the seems. He is pesimistively inquisitive on the surface, which deliberately conceals being despair underneath. :: Olash is of the [http://wiki.rpg.net/index.php/ORC_TRIBES#Motherless_Ones Motherless Ones]. As Izrador bred the orcs from their original fey ancestors he created many lineages. Some became the ancestral stock of the modern tribes, others became extinct, a few were destroyed, but one lives on as a feral line known as the Motherless Ones. These wild orcs are of an old but uncontrollable lineage. They are savage brutes, even for their kind, and so uncivilized they live only in ephemeral, combative packs. Their numbers are small, and they occupy the most northern regions of the Marches, often living in small nomadic camps and glacial ice caves. They survive by hunting and raiding more southerly orc settlements for weapons and tools they are unable to make themselves. The other tribes have long sought to eradicate the Motherless Ones but have thus far been unsuccessful. :: male orc Bbn2/Ftr5 :: '''Hit Dice''': 2d12+5d10+7 (HP 42) :: '''Initiative''': +0 :: '''Speed''': 40 ft. :: '''Armor Class''': 10 :: '''Attack''': +9/+4 melee, or +7/+2 ranged :: '''Saves''': Fort +8, Ref +1, Will +1 :: '''Alignment''': CE :: '''Abilities''': Str 15, Dex 10, Con 12, Int 8, Wis 11, Cha 8 :: '''Size''': Medium (6'8", 326lbs) :: '''CR''': 7 :: '''Languages''': Black tongue, High elven (fluent), Jungle mouth (pidgin), Old dwarven (fluent), Orcish (fluent), Trader's tongue (fluent, literate). :: '''Feats''': Exotic weapon proficiency (greater vardatch), Improved shield bash, Improved unarmed strike, Quickened donning, Weapon focus (vardatch), Weapon focus (club), Weapon focus (greater vardatch). :: '''Class Abilities(Bbn)''': Speed bonus +10ft, Rage 1/day, Illiteracy, Uncanny dodge. :: '''Class Abilities(Ftr)''': Bonus feat (any fighting) (x3), Improviser, Bonus feat (improviser). :: '''Skills''': Craft (blacksmithing) +4, Hide +0, Intimidate +8, Jump +4, Listen +5, Move silently +0, Speak language +9, Spot +0 :: '''Weapon Familiarity''': Orcs can use vardatches as martial weapons, rather than martial weapons. :: '''Night Fighters''': Orcs have darvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. :: '''Light Sensitivity''': Orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. :: '''Resistance to Cold''': Orcs are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold. :: '''Natural Predators''': Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks. :: '''Spell Resistant''': Orcs gain a +2 racial bonus on all saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Only the kurasatch udareen may avoid this drawback. :: +1 racial bonus on damage rolls against dwarves. :: +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies. :: '''EQUIPMENT''' ::: '''Vardatch''': 6 vp; 1d12; x2; --; 12 lb.; Slashing. This crude, brutal weapon, which translates to "cleaver" in the orcish tongue, is a heavy, broad-bladed sword with a blunt edge and a serrated edge. The vardatch is considered a slashing weapon, though it does not so much slash as tear. They are sturdy, heavy, and cheap to produce. A vardatch is too large to use in one hand without special training; thus it is an exotic weapon. Wielding a vardatch with one hand, even with the appropriate Exotic Weapon Proficiency, requires a Strength of at least 13. A Medium character can use a vardatch two-handed as a martial weapon. ---- <br> ---- [[Midnight: North & South Portal|PORTAL]] | [[Midnight RPG - THE SOUTHIES|THE SOUTHIES]] | [[DURGAZ]] | [[ERANON]] | [[ZAL'KAZZIR]] | [[Kyuad|KYUAD]] / [[Midnight: the Shadow Killers player Bill|Bill]]
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